About AmandpounInitiative: +19 (+4 from Improved Initiative
Spells: Bard Spells Known
0-level spells - DC 25 summon instrument, message, lullaby, known direction, ghost sounds, open/close 1st-level spells DC 26 cure light wounds, unnatural lust, silent image, hideous laughter, cultural adaptation, alter musical instrument 9/9x/day 2nd-level spells DC 27 calm emotions, cure moderate wounds, detect thoughts, hold person, invisibility, suggestion 9/9x/day 3rd-level spells DC 28 charm monster, cure serious wounds, dispel magic, good hope, major image, remove curse 9/9x/day 4th-level spells DC 29 cure critical wounds, charm person, mass, dominate person, hold monster, speak with plants, serenity 8/8x/day 5th-level spells DC 30 cure light wounds, mass, music of the spheres, dispel magic, greater, heroism, greater, suggestion , mass 8/8x/day 6th-level spells DC 31 cure moderate wounds, mass, charm monster, mass, waves of ecstacy, permanent image, pied piping 8/8x/day 7th-level DC 32 5/5x/day 8th-level DC 33 4/4x/day 9th-level DC 34 3/3x/day 10th-level DC 35 1/1x/day Godling Spells Known
Feats: (1)Multiweapon Fighting (Combat)
(2)Emergent Divinity (General) - Battle Lord I (Ex) (3)Quick Draw (Combat) (4)Planar Speech (Godling) (5)Emergent Divinity (General) - Battle Lord II (Ex) (6)Wingover (Monster) (7)Arcane Strike (Combat) (8)Emergent Divinity (General) - Paramortal I (9)Spontaneous Resurrection (Godling) (10)Signature Skill (General) Diplomacy (11)Emergent Divinity (General) - Paramortal II (12)Multiweapon Specialist (Monster) (13)Hover (Monster) (14)Emergent Divinity (General) - Godling Spell celestial sanctum (15)Improved Initiative (Combat) (16)Greater Two-Weapon Fighting (Combat) (17)Emergent Divinity (General) - Paramortal III (18)Extra Lineage Domain (General) - Good (19)Toughness (General) (20)Emergent Divinity (General) - Paramortal IV (21)Double Slice (Combat) (22)Two-Weapon Rend (Combat) (22b)Agile Maneuvers (Combat) (23)Signature Skill (General) Knowledge (23b)Greater Steal (Combat) (24)Multiweapon Defense (Monster) (24b)Emergent Divinity (General) - Shapeshifter I (Su) (25)Diva Style (Combat, Style) (26)Diva Strike (Combat) (26b)Diva Advance (Combat) (26b)Combat Reflexes (Combat) (27)Signature Skill (General) Sleight of Hand (28)Persuasive (29)Critical Focus (Combat)\ (30)Dodge (General) (30b)Deft Hands (General) (30b)Walking Sleight (General) Epic Feats: (21e)Epic Reputation (Epic)
(22e)Master Mage (Epic) (23e)Legendary Scholar (Epic) (24e)Inviolate (Epic) (25e)Master Thief (Epic) (26e)Epic Skill Focus (Epic), Perform, (string) (27e)Sublime Luck (Epic) (28e)Improved Inviolate (Epic) (29e)Favor's Fortune (Epic) (30e)Great Charisma Trickster:
Hard to Kill (Ex)
Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score. Mythic Power (Su) 5/5x/day Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount. Surge (Su) +1d6 You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier. Trickster Attack: Surprise Strike (Ex) As a swift action, you can expend one use of mythic power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. When you make a surprise strike, the target is considered flat-footed regardless of any class features or abilities it might have, and you add your tier to the attack roll. Damage from this attack bypasses damage reduction. 1st-Tier Trickster Path Abilities Faster than the Eye (Ex) Few can trace your expert skills of legerdemain. You can use Sleight of Hand to lift or plant objects as a move action with no penalty. When you use Sleight of Hand to steal something, the target takes a penalty equal to your tier on its Perception check to notice the theft. You can use Sleight of Hand to plant a small object on someone else. When doing so, you use the same method and bonuses as you would for lifting the same item. ------- Skills: 6 + 3 + Int mod + 2/Background/level
Acrobatics +72 Versatile Performance, Dance (Ex) (5 Boots of Striding and Springing) Appraise +27 (11 Rank, 3 Class, 13 Int) Bluff +89 Versatile Performance, String (Ex) (5 Bracelet of Bargaining) Climb +13 (2 Rank, 3 Class, 8 Str) Craft +13 (0 Rank, 0 Class, 13 Int) Diplomacy +102 Versatile Performance, String (Ex) (4 Persuasive, 9 Epic Reputation, 5 Bracelet of Bargaining) Disable Device +57 (30 Ranks, 3 Class, 9 Dex, 4 Deft Hands, 9 Master Thief, 2 MW Thieve's Tools) Escape Artist +83 Versatile Performance, String (Ex) Fly +79 Versatile Performance, Dance (Ex)[/i] (9 Master Mage) Heal +19 (2 Ranks, 3 Class, 14 Wis) Handle Animal +23 (2 Ranks, 3 Class, 15 Cha, 3 Circlet of Persuasion) Intimidate +35 (6 Ranks, 3 Class, 15 Cha, 2 Persuasive, 6 Epic Reputation, 3 Circlet of Persuasion) Knowledge (arcana) +70 (30 Ranks, 3 Class, 13 Int, 15 Bardic Knowledge, 9 Legendary Scholar) Knowledge (dungeoneering) +50 (19 Rank, 3 Class, 13 Int, 15 Bardic Knowledge) Knowledge (engineering) +50 (19 Rank, 3 Class, 13 Int, 15 Bardic Knowledge) Knowledge (geography) +50 (19 Rank, 3 Class, 13 Int, 15 Bardic Knowledge) Knowledge (history) +50 (19 Rank, 3 Class, 13 Int, 15 Bardic Knowledge) Knowledge (local) +50 (19 Rank, 3 Class, 13 Int, 15 Bardic Knowledge) Knowledge (nature) +50 (19 Rank, 3 Class, 13 Int, 15 Bardic Knowledge) Knowledge (nobility) +50 (19 Rank, 3 Class, 13 Int, 15 Bardic Knowledge) Knowledge (planes) +70 (30 Ranks, 3 Class, 13 Int, 15 Bardic Knowledge, 9 Legendary Scholar Knowledge (religion) +70 (30 Ranks, 3 Class, 13 Int, 15 Bardic Knowledge, 9 Legendary Scholar) Linguistics +23 (7 Ranks, 3 Class, 13 Int) Perception +52 (30 Ranks, 3 Class, 13 Wis, 5 Eyes of the Eagle) Perform (act) +41 (4 Ranks, 3 Class, 15 Cha, 6 Epic Reputation, 3 Circlet of Persuasion, 10 Ring of Inspired Performance) Perform (comedy) +41 (4 Ranks, 3 Class, 15 Cha, 6 Epic Reputation, 3 Circlet of Persuasion, 10 Ring of Inspired Performance) Perform (dance) +71 (30 Ranks, 3 Class, 15 Cha, 9 Epic Reputation, 3 Circlet of Persuasion, 10 Ring of Inspired Performance) Perform (keyboard instruments) +41 (4 Ranks, 3 Class, 15 Cha, 6 Epic Reputation, 3 Circlet of Persuasion, 10 Ring of Inspired Performance) Perform (oratory) +41 (5 Ranks, 3 Class, 15 Cha, 6 Epic Reputation, 3 Circlet of Persuasion, 10 Ring of Inspired Performance) Perform (percussion) +43 (6 Ranks, 3 Class, 15 Cha, 6 Epic Reputation, 3 Circlet of Persuasion, 10 Ring of Inspired Performance) Perform (sing) +70 (30 Ranks, 3 Class, 15 Cha, 9 Epic Reputation, 3 Circlet of Persuasion, 10 Ring of Inspired Performance) Perform (string) +84 (30 Ranks, 3 Class, 15 Cha, 9 Epic Reputation, 12 Epic Skill Focus, 2 Savant, 3 Circlet of Persuasion, 10 Ring of Inspired Performance) Perform (wind) +41 (4 Ranks, 3 Class, 15 Cha, 6 Epic Reputation, 3 Circlet of Persuasion, 10 Ring of Inspired Performance) Profession +19 (bartender) (2 Rank, 3 Class, 14 Wis) Ride +13 (1 Rank, 3 Class, 9 Dex) Sense Motive +75 Versatile Performance, String (Ex) (5 Bracelet of Bargaining) Sleight of Hand +55 (30 Ranks, 3 Class, 9 Dex, 4 Deft Hands, 9 Master Thief) Spellcraft +55 (30 Ranks, 3 Class, 13 Int, 9 Master Mage) Stealth +51 (30 Ranks, 3 Class, 9 Dex, 9 Master Thief) Survival +19 (2 Ranks, 3 Class, 14 Wis) Swim +13 (2 Ranks, 3 Class, 8 Str) Use Magical Device +79 Versatile Performance, Dance (Ex) (9 Master Mage) Class Features (Bard) Notes: Bardic Performance 79 Rounds/day List of Bardic Performances: Countersong (Su) Distraction (Su) Fascinate (Su) Inspire Courage (Su) +6 Inspire Competence (Su) +10 Suggestion (Sp) Dirge of Doom (Su) Inspire Greatness (Su) Soothing Performance (Su) Frightening Tune (Sp) Inspire Heroics (Su) Mass Suggestion (Sp) Versatile Performance (Ex) At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill’s bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute. The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).
Adoring fan is a mind-affecting, compulsion effect that relies on audible and visual components.
The first group consists of those performances that
The second group are those performances that affect the
Finally, the third group consists only of Soothing Performance. The bard can pick one of the following bonuses:
Class Features (Godling, eldrirtch):
Weapon and Armor Proficiency
Eldritch godlings are proficient with simple weapons, but no armor or shields. Spellcasting Spell List Selection An eldritch godling casts spells drawn from a spell list selected when the character is created. Eldritch godlings may choose the list of any class that is a dedicated spellcasting class (one that both has access to 1st level spells at level 1, and that eventually receives 9th level spells). The godling is considered an arcane spellcaster if an arcane spell list is selected, and a divine caster if a divine list is selected. The selected list becomes the class spell list for that particular godling character. Spellcasting Attribute An eldritch godling must select an ability score Charisma to fuel her spells when she takes her first level of eldritch godling. This is referred to as her spellcasting attribute. She may select any ability score to act as her spellcasting attribute, but once this choice is made it can never be changed. To learn or cast a spell, an eldritch godling must have a spellcasting attribute score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an eldritch godling’s spell is 10 + the spell level + the eldritch godling’s spellcasting attribute modifier. Spells Known/Spells Per Day
Eldritch godlings can periodically change their spells known. An eldritch godling does so at 4th level, and every even-numbered level after that (6th, 8th, and so on). At these levels, the godling can choose to learn a new spell in place of one she already knows. In effect, the godling “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level spell the godling can cast from her spell list. A godling may swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. An eldritch godling need not prepare her spells in advance. She can cast any spell he knows at any time, assuming she has not yet used up her allotment of spells per day for the spell’s level.
When spells cast by a godling first interact with an antimagic field (or any similar area), there is a chance the field fails to suppress the godling’s innate spell power. A caster level check must be made for each spell when it first encounters the antimagic field. This SR also applies to any similar effect that does not work against gods and artifacts. Concentration
When casting a spell with a casting time of 1 full round, the effect of the spell still does not occur until the beginning of your next round (though you are finished casting and the spell can no longer be interrupted, the magic takes time to coalesce).
A multiclass cleric/godling who has the same domain from both classes adds the two classes together when determining what granted powers and spells the character has and their effectiveness.
An eldritch godling gains divine trait ranks at 3rd, 7th, 11th, 15th, and 19th levels. The number of ranks gained increases each time, 1 rank at 3rd level, 2 ranks at 7th, and so on. Each time a godling gains divine trait ranks, she may spend them on one or more traits. Raising a trait up one degree costs a number of ranks equal to its new degree, but the godling must buy each degree separately. Thus taking a new trait at degree I costs 1 divine trait rank, while taking a trait a godling already has at degree I to degree III costs 5 ranks (2 ranks to bring it from degree I to degree II, and 3 more ranks to bring it from degree II to degree III). A godling may save unspent ranks if she wishes, but can only spend them when she gains a new level. Once ranks are spent, the trait chosen is permanent and the ranks cannot be regained.
Battle Lord II (Ex): When the godling makes an attack with a weapon with which he is not proficient, he suffers only a –2 penalty (rather than the normal –4). Also, if the godling has the Quick Draw feat, he may put away a weapon, or put away one weapon and draw another, as a free action. Legendary Beauty I (Ex): Diplomacy and Perform skills are always class skills. The godling gains a bonus equal to half his class level to Diplomacy checks made to make a request of a creature that is at least indifferent toward him (see the Diplomacy skill). Additionally, once per day he may make a Diplomacy check to make a request of a creature that is unfriendly or hostile toward him (though he does not gain the benefit of this trait on such checks, as the targets are not at least indifferent). Each time he uses this ability on a specific creature, it becomes immune to this ability until the godling gains a level. Legendary Beauty II (Ex): The godling’s presence lifts spirits and inspires artists. Creatures within 60 feet of the godling that can hear or see him gain a circumstance bonus to Perform checks equal to the godling’s Charisma modifier. Additionally, creatures within 60 feet of him that can hear or see him who gain a morale bonus (from any source) act as if that bonus were 1 higher. Additionally, so inspired are those who work to assist the godling that if a character takes an aid another action to help him, the godling gains double the normal bonus. Legendary Beauty III (Su): The godling can focus his resplendent appearance on a single creature, and overwhelm it with his divine demeanor. This counts as a charm monster spell, using the godling’s level as the caster level and with a saving throw of (10 +1/2 level + Con or Cha modifier – whichever is higher). He may use this ability once per day, but may never have more than one creature under the thrall of his beauty at a time. If he focuses his immortal magnificence on a new creature to charm it while a previous charm from this divine trait is still in effect, the previous charm immediately ends. Legendary Beauty IV (Su): The godling’s loveliness is so great, creatures are loathe to harm him and risk marring his appearance even if they hate him. The godling may add his Constitution or Charisma modifier (whichever is higher) as a bonus to his armor class and saving throws against attacks and effects made by creatures with an Intelligence score who can see him. This has no effect on attacks and effects from mindless sources (such as traps and constructs) or foes who cannot see the godling. Paramortal I: The godling does not need to eat or drink. While the godling may partake if she desires, she suffers no penalties for lack of food or water, and does not suffer starvation or thirst. The godling ages only 1 year for every 2 years that pass. Paramortal II: The godling suffers no penalties from the fatigued condition. A godling that is fatigued and gains the condition again becomes exhausted, as normal. The godling gains darkvision out to 60 feet. A godling that already has darkvisions adds 60 feet to her darkvision’s range. The godling ages only 1 year for every 10 years that pass. Paramortal III: The godling does not need to sleep. If the godling has a class that grants spells that normally require a full night’s sleep, the godling instead regains spells once per day (at a time agreed upon by the player and GM). Preparing spells for the day still requires an hour of meditation. The godling ages only 1 year for every 50 years that pass. Paramortal IV: The godling is never blinded, confused, deafened, fatigued, or exhausted. The godling does not age, and is immune to magical aging. Shapeshifter I (Su): The godling may assume one form in addition to his own. This form must be one that can be achieved using either alter self or beast shape I, and the ability functions identically to the spell (except as noted below). This ability allows the godling to change only into his chosen alternate form. The effect lasts for 1 minute per godling level or until he chooses to change back. Changing form (to animal or back) is a standard action and does not provoke an attack of opportunity. Each day, the godling may use this ability once, plus once for every five full godling levels. Source: Genius Guide to the Godling Shapeshifter II (Su): The godling may select a second form he can assume using Shapeshifter I. Use of this form follows all the rules described in Shapeshifter I. Source: Genius Guide to the Godling Shapeshifter III (Su): The godling may select a third form he can assume using Shapeshifter I. This form must be one that can be achieved using polymorph. Use of this form follows all the rules described in Shapeshifter I. Source: Genius Guide to the Godling Shapeshifter IV (Su): The godling may use Shapeshifter I to assume any form he likes. This functions as the spell greater polymorph where the target must be the godling. Duration, number of uses per day, and other details remain the same as described in Shapeshifter I.
You gain a cult of worshipers. This functions as the Leadership feat, except that all your followers are adepts, clerics, druids, or other classes that gain access to divine spells, and your cohort is your high priest. You may use sending (as the spell) a number of times per day equal to 1 + your spellcasting attribute modifier (minimum 1) to contact any of your followers or cohort. Clerics that worship you may access any domains associated with your lineage domain ability. You become much harder to kill. You add your level to the negative hit point value you must reach before dying. If you are ever dropped to negative hit points, you automatically stabilize. Any time an event would normally cause your death (including taking hp damage that exceeds a sufficiently low negative value), you make a DC 20 ability check using your spellcasting attribute. If the check is successful you do not die, instead your hp total resets to a negative value one point shy of dying, and stabilizes. You can plane shift once per day. This functions as the spell, but you may only use it to access the native plane of your divine parent or the material plane.
Ascendancies
Spell Boost (Su)
Epic Cantrip (Sp)
Bonus Class Feat
Lineage Domain
Divine Traits
Minor Deity
Traits (Social) Savant and (Faith) Ease of Faith Items: belt of physical perfection +6, robe of the resplendent thespian, unfettered shirt, eyes of the eagle, boots of striding and springing, gloves of dueling, circlet of persuasion, Headband of Epic Mental Superiority +12 (Epic), amulet of the planes, ring of fast healing 21 (Epic), ring of inspired performance, improved, cape of the montebank, bracelet of bargaining, bag of holding, type IV, portable hole, belt pouch, pocket watch, MW Thieve's Tools w/mithral extenders.
Combat Items glamered Armor of the Celestial Battalion (Epic), 4 rapiers of puncturing Contents of Bag and Hole:
Bag of Holding
soap, bedroll, compass, small steel mirror, 3 ink vials, 5 ink pens, 3 pcs. of chalk, chalkboard, stationary (50pcs.), 4 flasks of holy water, hallowed chalice, MW playing cards. Portable Hole Large tent, butterfly net, cooler chest, (2) 50ft. spider silk 50ft. rope, 2 bottles of absinthe, 5 bottles of applejack, 2 gallons of mead, 5 bottles of sangwine, burglar outfit, courtesan outfit, noble outfit, large chest, cat burglar kit, courtesan kit, grooming kit, healer's kit, dominos, bowling set. Wealth 3377239gp. 3sp, 6cp Carrying Capacity Light (306 lbs or less); Medium (307-613 lbs.); Heavy (614-920 lbs.) Current Load: 88lbs. Height varies, Weight varies, Eyes Golden, Hair Red, Skin Purple Personality: Voice/Personality Reference - David Tennant (Doctor Who)
Amandpoun could be the literal definition of amenable: Greater Deities, to homeless beggars; Amandpoun will chat with anyone. Often while playing an instrument at the same time. Give this greater demigod the smallest inkling you wish to hear a melody, and Amandpoun will take it, and likely play it. Amandpoun is pansexual, but prefers females or femme-presenting males as sexual partners. That being said, Amandpoun has taken succubus, dragons, titans, beholders, slime lords, giants, angels, azatas, archons, etc. as lovers in the past. History:
Amandpoun was born to Alrion, Eldest Son of Arinolus, Greater God of Justice, Service, and Law; and Empyreal Lord Soficia, Angelic Matron of Healing, Magic, and Good. It was said that lady Soficia wept twice after Amandpoun's birth, first when she saw his beautiful face and second when Amandpoun cried for the first time it was pitch perfect.
With Alrion keeping his celestial fortress in Heaven, and Lady Soficia tending court in Nirvana, Amandpoun spent most of his formative years with his mother. In Nirvana, Amandpoun was taught by many members of The Celestial Choir, where he was an eager student, emerging himself in all manner of musical experience; finding the young godling excelled song, string instruments, and dance. When Amandpoun would visit his father occasionally in Heaven, the young godling was dismayed by the over-reliance on Law and Rules in abundance. Alrion, for his part, tried to teach his sing the importance of Law over Good. Though both higher beings loved each other, they often quarreled about the best way to bring about Goodness in the planes. Amandpoun's handsomeness truly blossomed during puberty. Lady Soficia was dismayed to find her only son not in his bed, but the quarters of archon generals or high angels. On a dare, Amnadpoun left the celestial realms to travel the Material Planes his grandfather rebuilt. Once the godling found civilization, he was quickly worshiped by many, before even becoming a demigod. Amandpoun has left his mark (and progeny) on thousands of Material Plane worlds, giving Amandpoun the title of: Father of 10,000 Heroes. Wherever Amandpoun traveled, music, crime, generosity, good acts, and angry fathers was left in his wake. |